I apologize in advance for bad English
Far Countries
Little-known countries, located away from the main places of action of the book and game saga, such as,
Zerrikania , Ofir, Hakland, Zangvebar. The faction will interact with alhmiyya, bombs, dragons, poison magic (
Zerrikania and Ofir) moving (Hakland) animals (Zangvebar)
The leaders
Zerrikanterment
Order: Repeat the
Order or
Deploy ability of an ally dragon. On round start, refresh this ability.
Azar Yaved
Whenever you play a mage,
Spawn and
Summon a
Small Ifrit to a random allied row.
Small Ifrit
Token
Deathwish: Damage a random enemy by 1 two times.
Nibras: Ofiric King
Order: Increase the value of the next special card you play by half of its base value.
Charges: 2
Examples - Thunder Alzura, will deal 7 damage, and the Garrison will increase by 15 points.
Multiple cards.
Borch Three Jackdaws.
Power: 5
Provisions: 10
Deploy, Melee: Play Tea and Vea from your deck,
Deploy, Range: Spawn and Play Dragon Flame.
Dragon Flame
Special Card, Token
Apply this row effect: Every enemy turn, on turn start, damage a random enemy on this row by 2.
5 forces, 10 provisions
Tea
Power: 3
Provisions: 7
Deploy: Damage an enemy unit by 2. If you control a dragon, summon Vea to the ranged row.
Vea
Power: 3
Provisions: 7
Deploy: Boost an allied unit by 2. If you control a dragon, summon Tea to the ranged row.
Rune Master
Power: 4
Provisions: 8
Deploy: Create and play a rune card.
(Double random)
Merten
Power: 2
Provisions: 9
Deploy: Play a bomb card in your deck.
Zerrikanian Fly
Special Card
Provisions: 5
Mark an enemy unit. After 2 enemy turns, on turn start, destroy that unit then summon a Fly on a random opponent's row,